old Potzblitz thread (discontinued)

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Zombo
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Zombo »

Then I guess your opponent sends too many British troops to Europe.
He probably does. But still, the amount of troops ( including Inf) I am able to build is impressive. It doesn't feel like "the sick man of Europe" isl sick at all. It lacks that sense of strained resources / dwindling manpower /obsolete army, etc
The Senussi are out of supply. If they only had Gars and Cavs they would pose no threat at all.
they are at half supply in my game. Makes them a lot more annoying ( and requiring a lot more firepower to mop up) than historically, I think
Have you ceded Trento? If you have ceded Trento to Italy and already occupy Warsaw the chance for Italy to change its alignment is significally reduced.
I have, yes. I don't discuss the neutral posture. It's just that it's weird to have all those events (D'annunzio, Italian interventionism) and then have no corresponding effect in game.
They should have a value of 12, just like in the standard game. But if that's too much, I'll reduce it to 10 after "observation car" tech. How about the strategic bombing ability? Too high or too low?
My zeppelin is level 3, I think, and it has 17 anti-sub. Your proposition seems a lot more adequate. Also, regarding strategic bombing, I think it was essentially negligible. it's effect should be occasionally moral ( possibly also as a bonus to the bombing faction - tales of retaliation and zepellin heroes, and possibly backfiring too and stiffening morale of the bombed faction - all this within very small proportions of course)
Robotron
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Robotron »

Okay, I'll have a look at those issues.
Zombo
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Zombo »

Hi there

a little question about counter-battery: does it have some visible manifestation in the game? Like the sound and little explosion of air interception?
'cause I have German artillery with strong counter-battery levels in place and I don't seem to see anything happening... So I was wondering if there was a way to see it was actually happening, and to be able to measure its effects or efficiency

thx
Robotron
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Robotron »

The combat prognosis will show your artillery will take damage if the enemy has that tech applied to an artillery in range.
Zombo
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Zombo »

And what about me using counter-battery vs enemy fire? any way of being sure it works? assessing its effects?
Robotron
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Robotron »

Counter battery fire is purely passive in nature. There's no way to ascertain its effect in your own turn. You will see it works when your own arty responds by firing and you will hear two arty shots at once..
Moreau
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Moreau »

when is v 3 released?
Robotron
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Re: POTZBLITZ: a mod for CTGW (V3 rules released)

Post by Robotron »

Done.

See first post for details.

Have fun! :D
Last edited by Robotron on Mon Nov 14, 2016 12:42 pm, edited 3 times in total.
Moreau
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Moreau »

Great,just tested it out for a long while,pretty awesome!
MrAids
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by MrAids »

I am enjoying 3.0 so far. For me, this is a very stable and seems like a bug free version. I have not encountered anything yet.

On this play through I actually plowed through belgium and took two of the hexes next to Paris but could not take the city on account of the British near Calais and other British reinforcements coming in. On the Eastern Front I was able to push back the Russians and take Warsaw in 1914. That is the best I have ever done on the Eastern Front since I have played your mod.

Serbia, though, is giving me a ton of grief. There is this one general and his full veteran infantry unit that just devastates my austro-hungarian line. He pushed into Hungary, but I was able to halt him and eventually take his full veteran stack after paying a high price. Unfortunately, Romania then enter the war by January of 1915, and I decided to rage quit since I had not prepared and did not expect Romania that quickly.

Anyways, I thought I would give you a run down of how my first play through went. Maybe next time I can actually tackle Serbia quickly.

I also wanted to thank you for all the hard work you have put into this mod. I have enjoyed it a great deal. If I encounter any bugs in the future I will let you know.
Robotron
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Robotron »

@MrAids: thank you for your after action report, I always love to read those.
For your information: the chance for Romania to declare war in January 1915 is about 0,5% after a rather unlikely chain of events. :shock:
nehi
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by nehi »

it looks like im unlucky one...

crash just after my first moves
Attachments
1stturn.rar
(81.02 KiB) Downloaded 111 times
Robotron
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Robotron »

Fixed.
Copy the "Data" folder from the archive over the "Data" folder in the main directory.

I'll re-upload the fixed mod and update the links...will take about 15 minutes.
Attachments
V3fix.zip
(117.25 KiB) Downloaded 126 times
nehi
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by nehi »

thx, turkey joined cp in 5/6th turn 8)
Robotron
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Robotron »

@all: since nehi found the first bug I've updated the download links. You can either download the full mod again or apply the fix I attached to the post above.
Zombo
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Zombo »

Hi there!

Will start testing against a human opponent and will let you know of how it goes.
On the Eastern Front I was able to push back the Russians and take Warsaw in 1914. That is the best I have ever done on the Eastern Front since I have played your mod.
I've just concluded a campaign against a friend and I must say that's one of the things that never felt quite right. Even with a Entente novice HUMAN player, once the Russian front stabilises a little behind Warsaw in 1915, it doesn't move anymore until the end of the game with the exception of half a dozen hexes you may be able to grab if you bring in three artilleries and masses of infantry. In fact, the Russian front becomes a second West front, which, besides not being very historical, removes one third of the play area (Russia itself) and some chances of more enjoyable mobile warfare, with the Russian trading space for time, etc. I've NEVER managed to clear Poland as the German, even with significant resources.
Maybe one of the ways to deal with it ( if this is not fixed by new stuff in 3.0) is to DRASTICALLY reduce the level of entrenchment the Russians can benefit from in the early war, and now that experience is a factor maybe play with that too.
Speaking of which, something else: regarding population, having a pool that you gradually exhaust may be the wrong approach, because whatever brutal the war was, no side ever managed to kill more enemies than there were young men reaching 18 to replace them. (although France at some stages was feeling the pressure, and Russia didn't find it easy to mobilise its population in remote areas). The key problem of the losses was the training problem, and the morale problem. Maybe it would be interesting, if possible at all, to reflect that.

Anyway, getting back to it (single player). Looking good ( although I keep finding that fantasy Belgian armoured car unit.. irksome.. :wink:
Robotron
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Robotron »

@Zombo: the event "Russian Supply Crisis" is intented to break the deadlock in the east.

RUSSIAN SUPPLY CRISIS

Conditions
Year is at least 1915 and the winter season has passed.

The event triggers if a roll of 1D100 is less than the current gameturn.

The D100 roll is modified by the following factors:

“Russian Surprise Attack” has occurred: -10
“Russian Mobilzation delayed” has occurred: +12
Warsaw still under Russian control: +1D10
Warsaw was captured by CP: - 1D10+5
Krakow, Danzig or Königsberg captured by Russia: +1D3+2 (each)

Additionally if playing singleplayer vs Entente:
either Warsaw must be captured by CP
or “Rasputin” must have occurred
or Turkey must still be neutral.

Effect
As long as the crisis lasts the following penalties apply:

A D10 is rolled for every Russian ground unit. If the roll is less than the unit’s efficiency value the unit will suffer between 33-66% of its efficiency.

Russia loses production points of up to a maximum of double the number of the current gameturn.
Russia loses ammunition points of up to a maximum the number of the current gameturn.

The crisis will last for 4-6 turns (or 8-10 turns if playing singleplayer vs CP)
If “Russian Surprise Attack” has occurred the crisis is lengthened by 2-3 turns.

The crisis cannot end in winter. In this case the crisis is extended until the end of the winter season.
If “Polivanov” has occurred the crisis can end in winter.
nehi
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by nehi »

Zombo wrote:Hi there!

Will start testing against a human opponent and will let you know of how it goes.
On the Eastern Front I was able to push back the Russians and take Warsaw in 1914. That is the best I have ever done on the Eastern Front since I have played your mod.
I've just concluded a campaign against a friend and I must say that's one of the things that never felt quite right. Even with a Entente novice HUMAN player, once the Russian front stabilises a little behind Warsaw in 1915, it doesn't move anymore until the end of the game with the exception of half a dozen hexes you may be able to grab if you bring in three artilleries and masses of infantry. In fact, the Russian front becomes a second West front, which, besides not being very historical, removes one third of the play area (Russia itself) and some chances of more enjoyable mobile warfare, with the Russian trading space for time, etc. I've NEVER managed to clear Poland as the German, even with significant resources.
Maybe one of the ways to deal with it ( if this is not fixed by new stuff in 3.0) is to DRASTICALLY reduce the level of entrenchment the Russians can benefit from in the early war, and now that experience is a factor maybe play with that too.
Speaking of which, something else: regarding population, having a pool that you gradually exhaust may be the wrong approach, because whatever brutal the war was, no side ever managed to kill more enemies than there were young men reaching 18 to replace them. (although France at some stages was feeling the pressure, and Russia didn't find it easy to mobilise its population in remote areas). The key problem of the losses was the training problem, and the morale problem. Maybe it would be interesting, if possible at all, to reflect that.

Anyway, getting back to it (single player). Looking good ( although I keep finding that fantasy Belgian armoured car unit.. irksome.. :wink:
thats why im calling u and your friends brave ones, even in vanilla mp, where are ways to break trenches is quite tough to beat once trenched entente, it needs to be lightning quick
but in potz there is stale mate vs human unevitable, entente can easily replace with fresh units any weak spot, on top of that they reach sooner +4D upgrade, which does a lot especially in trenches
even switching units is tiring them, which makes try to maximize effect of your units less effective...

but potz is desinged mainly for sp where its well done
Robotron
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by Robotron »

Yeah, it's really hard to do a mod that's equally balanced for SP and MP at the same time. Nehi is right with his statement, that Potzblitz is mainly configured for SP because of the bad AI, but I'll do my best to have it work for MP as well.
amcelroy
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Re: POTZBLITZ: a mod for CTGW V3.0 and docs

Post by amcelroy »

Hey Robotron,

Thanks for all your work on this, can't wait to try this out! Do I need to install over a fresh version or just copy / paste as V2.5?
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